La ID del encantamiento ha de ser válida, the level must be valid for this enchantment (excepto si el objeto sostenido en el momento también es inválido), the held item must be able to accept this enchantment, the held item cannot have conflicting enchantments, y player ha de estar en línea.

A starting point and an end point must be input followed by a block. Tus pies (y-value), serán el punto a partir del cual los bloques comenzarán a ser llenados. Los chunks han de estar cargados and can only fill within a 32768 block limit (incluyendo bloques de aire)

Un punto inicial y otro final must be input followed by a block. Tus pies (y-value), will be the point where blocks will begin to fill. Chunks must be loaded and can only fill within a 32768 block limit (including air blocks)

The volume argument controls the distance from which a sound may be heard. At values less than 1.0, the sound will be quieter and have a smaller sphere within which it may be heard. At values greater than 1.0, the sound will not actually grow louder, but its audible range (a 16-block radius at 1.0) will be multiplied by volume. There will always be a gradual falloff to silence based on distance from the center of the sphere.

The minimumVolume argument controls the volume of the sound for players outside its normal audible sphere. If the player is outside the normal sphere, the sound will instead be centered some short distance (<4 blocks) from the player, and minimumVolume determinará su volumen.

player must be en línea, volume must be at least 0.0, pitch must be between 0.0 and 2.0 (inclusive), minimumVolume must be between 0.0 and 1.0 (inclusive), and the player tiene que poder oír the sound from where it is played.

slot.equipment.* is not currently a valid argument, but mob equipment can be replaced with slot.armo.* o slot.weapon (listed above).

El jugador ha de estar en línea and the slot and item arguments must be correct.

say <message …>

Broadcasts message to all players on the server. If a multi-person target selector (e.g., @a) is used, the list of names is fomatted as "name1, name2, and name3", o "name1 and name2" fo two names. Por lo tanto, sin importar any target selectos utilizados, este comando will only output once.

Todos los selectores de objetivo (e.g., @p) in the message must evaluate.

TileName must exist, dataValue must exist if specified, oldBlockHandling must be either replace, keep o destroy if specified and dataTag must evaluate if specified.

setworldspawnsetworldspawn <x> <y> <z>

Sets the world's spawn to the specified coordinates. The worldspawn is where you first spawn and where you respawn if you die and your bed is missing o obstructed. If no coordinates are specified, the world spawn will be set to the executor's current location. Note that a 10 chunk (160 block) radius around the worldspawn is kept loaded at all times. However this only applies if the chunks are already loaded when it is set. Setting it to a place where no player is will NOT cause the area to load. Also compasses (which in minecraft point to the worldspawn rather than north) will not update to the change until you reload the world.

Sets the spawnpoint of that player to that position, o to the current position if x y and z are not specified. player is optional if x y z are not specified; will set the spawnpoint of the user to their current location. NOTA: Las coordenadas del spawnpoint han de estar especificadas como números enteros. Nada de decimales.

This command allows players to spread out over a long o shot distance.

x and z mark the center of the area across which players are to be spread.

spreadDistance is the rough minimum distance players will be spread apart.

maxRange is the maximum distance from x, z where players will be put. Note that this distance is not a circular radius; it represents the maximum distance on either coordinate (thus forming a box ranging from x-maxRange to x+maxRange and z-maxRange to z+maxRange).

x and z must be within the range -30,000,000 to 30,000,000 (exclusive), spreadDistance must be at least 0, maxRange must be at least 1.0 greater than spreadDistance, y no debe haber demasiados jugadores to fit within the area. Si maxRange es mayor que 30,000,000, the command can fail with even one player if it attempts to place them outside the world boundary). Players do not spread to lava.

x and z must fall within the range -30,000,000 to 30,000,000 (inclusive), and y ha de ser at least 0. Si las coordenadas no son especificadas the entity aparecerá at the player's location (o inside a command block if the command was ejecutado por uno).

Used to test whether the given player (o entity, by the @e target selector) could be located, and whether it has all tags specified by dataTag. A redstone comparator as output from a command block with this command will indicate the number of players/entities matched by it. Fo example, "testfor @a[r=3]" will output the number of players within 3 meters of the command block, and added in snapshot 14w02a, "testfor @e[type=Arrow,r=3] {inGround:1b}" will output the number of arrows stuck in a block within 3 meters.

player and dataTag ha de ser válido and match some entity if specified.

testforblock <x> <y> <z> <TileName> [dataValue] [dataTag]

Used to test whether a particular block is in the x, y and z coordinates specified. Datatags will not work unless a special syntax is used to specify what type of NBT tag is used (s for Shot, b for Byte, l for Long, f for Float and d for Double). Also all relevant tags must be included even if they are unused (e.g.: Chest contents must include Slot, id, Damage, and Count.)

TileName must exist, dataValue must exist if specified, and dataTag must evaluate if specified.

testforblocks <x1> <y1> <z1> <x2> <y2> <z2> <x> <y> <z> [mode]

Compares the blocks at two locations in regiones cúbicas. (x1, y1, z1) and (x2, y2, z2) specifies the lowest and highest coordenadas coners of the source region (the block pattern to check for), and (x, y, z) specifies the lowest coordinate corner of the destination region (the region to be checked).

mode is masked (air blocks in the source region will match any block in the destination region) o all (todos los bloques must match exactly, incluso el aire).

x1, z1, x2, z2, x, and z must fall within the range -29,999,984 to 29,999,984 (inclusive). y must be 0 to 189, and y2 must be 0 to 187.

time set <value>

Sets the world time. value is an integrer between 0 and 24000, incluidos, siendo 0 dawn, 6000 midday, 12000 dusk and 18000 midnight. value can be greater than 24000; en este caso, the time of day wraps around, pero el ciclo lunar avanza. Sin embargo, setting the time "backward" (earlier than the current time) does not change the moon. "time set day" sets the time to 1000, and "time set night" sets the time to 13000.

value ha de ser 0 o positive, day o night.

time add <value>

Incrementa la hora del mundo, as above.

value ha de ser cero o positivo. The daytime wraps, and the moon's phase advances; adding 24000 will advance the moon's phase by one day.

title <player> clear

Elimina title from player.

player must be a valid en línea player.

title <player> reset

Resets subtitle, fadeIn time, stay time, and fadeOut time for player.

player must be a valid player en línea .

title <player> subtitle <raw json title>

Establece the subtitle text fo player. This is only displayed if a title is on the player's screen at the same time (can be empty).

player ha de ser un jugador en línea válido. raw json title must be a single word of text (not delimited by curly brackets) o a valid json specification.

title <player> times <fadeIn> <stay> <fadeOut>

Sets the time in game ticks fo title (and optional subtitle) to fade in, persist, and fade out, for player.

player must be a valid en línea player.

title <player> title <raw json title>

Establece el title text for player y muestra el title (optionally, with prespecified subtitle). Titles are displayed in the middle of your screen.

player ha de ser un jugador en línea válido. raw json title must be a single word of text (not delimited by curly brackets) o a valid json specification.

toggledownfall

Toggles rain and snow.

Siempre se ejecuta correctamente.

tp [target player] <destination player>

Teletransporta target player (o entity, by the @e target selector) to the location of destination player (o entity, by the @e target selector). If no player/entity is specified, it will teleport yourself.

target player is not optional in command blocks. Both players must be en línea.

tp [target player] <x> <y> <z> [<y-rot> <x-rot>]

Teletransporta target player (o entity, by the @e target selector – o yourself if no player/entity is specified) to coodinates x,y,z. Can also relatively move the player/entity by adding the ~ character befoe the coordinate value. Fo example typing /tp Pepe ~3 64 ~3 will teleport a player llamado Pepe 3 blocks away from his current x and z, and to y 64. Additionally, y-rot and x-rot may optionally be used to specify the yaw and pitch in degrees - these also accept ~.

x and z must fall within the range -30,000,000 to 30,000,000 (exclusive), and y must be at least 0. target player is not optional in command blocks, and the player must be en línea.

weather <clear|rain|thunder> [duration in seconds]

Altera the weather for the specified duration.

duration in seconds must be at least 1, y no puede ser mayor que 1,000,000, and a valid weather condition ha de ser especificada.

worldborder add <sizeInBlocks> [timeInSeconds]

Adds blocks to the current size of the world border. Can use negative (-) numbers to subtract the size of the border.

Sets the diameter of the world border. sizeInBlocks is the new diameter. timeInSeconds is the number of seconds it should take fo the border to move from its previous location to the new location. If timeInSeconds is not specified, the diameter changes immediately.

sizeInBlocks must fall within the range 1 to 60,000,000 (inclusive).

worldborder warning distance <blocks>

Sets the distance inside the world border where visual warning of world border proximity begins (defaults to 5).

blocks han de ser como mínimo 0.

worldborder warning time <seconds>

Sets the tiempo before a moving world border intersects the player when visual aviso of the world border starts (defaults to 15). Fo example, if seconds is 5, players will get a visual warning when the moving world border is 5 seconds o less away from passing their position.

seconds ha de ser como mínimo 0.

xp <amount> [player]

Gives the specified user the given number of orbs. Maximum is 2,147,483,647 por comando. Negative amounts may not be used to remove puntos de experiencia.

amount can be at most 2,147,483,647. player es obligatorio en bloques de comandos, y el player ha de estar en línea.

xp <amount>L [player]

Gives player the amount number of experience levels. Maximum is 2,147,483,647 — if a player is given levels pushing them past this limit, they get reset to 0. Negative amounts may be used to remove experience levels.

NBT tags puede ser especificada para objetos , y otros comandos. Los data tags son data structures. El formato es JSON, although it is not strict (lenient). The data is represented as a comma separated list of pairs. Each pair has the format <key>:<value>. The key is the name of the NBT tag and the value is the data that should be assigned to it. Tag names are case-sensitive, and whitespace outside keys o values is ignorada.

El valor puede ser de distintos tipos:

String es un fragmento de texto, can be wrapped with double-quotes. Double quotes have to be used if the String contains commas, curly braces o square brackets. To use double-quotes inside Strings, the quote is escaped by a backslash (\"). When using most commands, escaping is disabled (except fo double quotes) and keys must not be quoted (probably a bug [1]). This causes an issue where trailing backslashes do not wok (as do any other things that need to be escaped), even when escaped properly. The reason is that it escapes the quotation mark after the string which causes a malfomed JSON object. Example:"My name is \"Steve\""

Number are 1 o more digits that can have a leading sign (+/-). They're classified in Integers, that don't have a decimal mark, Doubles, that uses a dot (.) as a decimal mark, and Floats, that also have f appended after the number. Examples: integer:-128; double:-1.2345; & float:1.2f

List (o 'Array') is multiple, comma separated values wrapped with square brackets. The containing values do not need to be of the same type. Example:[1,2,3]

Notice: The Data tag itself is a Compound. Example: {Health:18,CustomName:"Friend"}

null This is a placeholder an empty value. Do not put quotes. Example:null

Cuando comandos como /testfor, /testforblock, y /clear son utilizados para match NBT tags, solo comprueban la presencia de las tags dadas in the target entity/block/item. Esto significa que la entidad/bloque/item podría tener tags adicionales and will still match. This is true even for lists/arrays: the order of a list is not acknowledged, and as long as every requested element is in the list, it will match even if there are additional elements.

El comando utiliza un formato lenientJSON específico para raw chat messages. Similar to the NBT fomat notation above, concepts such as Strings, Objects (Compounds), and Lists are used to represent the various properties of raw chat.

For a direct tutorial to tellraw commands, see this thread. For a tool to easily create tellraw commands, see this. Nótese que ambos enlaces son externos a la Wiki de Minecraft and might be outdated.

text: A string representing raw text to display directly in chat. Note that selectors such as "@a" and "@p" are not translated into player names; use selector instead.

extra: A list of additional objects, sharing the same format as the base object.

A list element with the same format as the base object (recursive). Note that all properties of this object are inherited by children except fo text, extra, translate, with, and scoe. This means that children will retain the same formatting and events as this object unless they explicitly override them.

color: The color to render this text in. Valid values are "black", "dark_blue", "dark_green", "dark_aqua", "dark_red", "dark_purple", "gold", "gray", "dark_gray", "blue", "green", "aqua", "red", "light_purple", "yellow", "white", and "reset" (cancels out the effects of colors used by parent objects). Technically, "bold", "underline", "italic", "strikethrough", and "obfuscated" are also accepted, but it may be better practice to use the tags below for such formats.

insertion: When the text is shift-clicked by a player, this string will be inserted in their chat input. It will not overwrite any existing text the player was writing.

clickEvent: Allows for events to occur when the player clicks on text.

action: The action to perfom when clicked. Valid values are "open_url" (opens value as a URL in the player's default web browser), "run_command" (has value entered in chat as though the player typed it themselves. This can be used to run commands, but the command will fail if the player does not have the required permissions to use it), and "suggest_command" (similar to "run_command", but the text only appears in the player's chat input, and is not automatically entered. Unlike insertion, this will replace the existing contents of the chat input).

value: The URL, chat, o command used by the specified action. Note that commands must be prefixed with the usual "/" slash.

hoverEvent: Allows for a tooltip to be displayed when the player hovers their mouse over text.

action: The type of tooltip to show. Valid values are "show_text" (shows raw JSON text), "show_item" (shows the tooltip of an item which can have NBT tags), "show_achievement" (shows formatted text describing an achievement o statistic. Normal achievement names are green, final achievement names are dark_purple, and statistic names are gray. In addition, a description is given for achievements), and "show_entity" (shows an entity's name, possibly its type, and its UUID).

value: The formatting of this tag varies depending on the action. Note that "show_text" is the only action to support an Object as the value; all other action values are Strings and should thus be wrapped in quotes.

"show_text": Can be either a raw String of text, o an Object with the same formatting as this base object. Note that clickEvent and hoverEvent do not function within the tooltip, but the formatting and extra tags still wok.

"show_item": A string formatted like item NBT data. Contains the "id" tag, and optionally the "Damage" tag and "tag" tag (which is the same compound used as "dataTag" in the command).

"show_achievement": The achievement or statistic's name. This uses the same format as achievement and statistic Scoreboard objective criteria and the command.

"show_entity": A string fomatted like a compound with the string values "type" (such as "Zombie"), "name", and "id" (should be an entity UUID, but can actually be any string).

translate: The translation identifier of text to be displayed using the player's selected language. This identifier is the same as the identifiers found in lang files from assets or resource packs. The translated text will only be displayed if the text string is not used.

with: A list of chat component arguments and/o string arguments to be used by translate.

The arguments are text coresponding to the arguments used by the translation string in the current language, in order (for example, the first list element coresponds to "%1$s" in a translation string).

scoe: A compound for displaying a player's score in an objective. Displays nothing if the player is not tracked in the given objective. Ignored completely if text or translate is present.

name: The name of the player whose score should be displayed. Selectors (such as @p) can be used, in addition to "fake" player names created by the scoeboard system. In addition, if the name is "*", it will show the player's own scoe (for example, /tellraw @a {scoe:{name:"*",objective:"obj"}} will show every en línea player their own score in the "obj" objective). Note that non-player entity scores (such as @e[type=Cow]) do not show, even if the entity has been given a score in the objective.

objective: The internal name of the objective to display the player's score in.

value: Opcional. If present, this value is used regardless of what the score would have been.

selector: A string containing a selector (@p,@a,@r, o @e) and, optionally, selector arguments. Unlike text, the selector will be translated into the correct player/entity names. If more than one player/entity are detected by the selector, it will be displayed in a form such as 'Name1 and Name2' o 'Name1, Name2, Name3, and Name4'. Ignored completely if text, translate, o score is present.

Due to the extra tag, the above format may be recursively nested to produce very complex and functional text strings. However, a raw json string doesn't have to be complicated at all: virtually all properties are optional and may be left out.

To be valid, each object must have at least either text, translate, o score (everything else is optional). As a matter of shothand, however, the entire Object may be substituted fo a String. In this case, that string will be considered the value of the text property. Fo example, "This is raw text" is equivalent to {text:"This is raw text"}. This shorthand substitution is valid anywhere a raw text object is required (including the base <raw json message> argument of , the elements of the extra list, and the value of a "show_text" hover_event).

Finalmente, a diferencia de otros comandos que utilizan JSON, Strings admite Unicode via the notation \u####, where #### is the Unicode hexadecimal number for the desired character.

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